Martial Options

This is an attempt to close the gap in power level from the fighter classes with the spellcasters.

This will focus in two aspects:

New “Actions” to be used in your turn

This is the current set of possible actions to be used to replace an attack:
ActionsDescriptions
Disarm(Optional) Attack vs Athletics or Acrobatics to make the weapon go prone
GrappleContest to start a grapple
ShoveForce a creature to become prone
Shove Aside(Optional) Force the target to move 5ft

These are “new” actions to replace an attack option

ActionsDescriptions
Armor BreakSimilar to Break Item, but this target normal AC, if succeed the target received -1 on the AC (if receives -5 the armor is destroyed)
BlindMake an attack vs Insigh / Perception, if succeed you throw sand (or similar) and the target is blind until use an bonus action to clean it
Break ItemMake an attack vs AC of the target (non-magic) item, if success the item is damage (or broken if the item is damaged)
FeintMake attack vs Insight, if succeed have advantage on the next attack
HamstringWith a bludgeoning weapon make attack on the target leg (normal AC), does not deal damage, but reduces speed in 5ft
IntimidateMake an Intimation vs Insigh for every creature that can see you in 30ft that fail the creature have disadvantage on the next attack
PinMake a grapple on a grappled creature, if succeed the creature becomes restrained
Push / PullMake a attack vs Athletics or Acrobatics, force a 5ft move on the target (similar to Shove Aside)
TauntMake attack vs Insigh, if succeed the target have disadvantage to any attack that doesn’t include you
Throw ItemTreat the object as having throw 10ft/60ft
TripSimilar to Shove, but better name

Armor Class (Part of Objects rules) An object’s Armor Class is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). The Object Armor Class table provides suggested AC values for various substances.

Object Armor Class

SubstanceAC
Cloth, paper, rope11
Crystal, glass, ice13
Wood, bone15
Stone17
Iron, steel19
Mithral21
Adamantine23
List of all Actions
ActionsDescriptionsAction CostSource
AttackThe normal attack actionActionPHB
Cast a SpellThe normal spellcasting actionVariesPHB
DashYou can move up to your speedActionPHB
DisengageYout don’t receive opportunity attacksActionPHB
DodgeAttack rolls against your have disadvantageActionPHB
Don or Doff a ShieldEquip / remove shieldActionPHB
End ConcentrationStop a concentrationFreePHB
Escape a GrappleContest to end the grappleActionPHB
GrappleContest to start a grappleActionPHB
HelpGive advantage to a creatureActionPHB
HideAvoid detectionsActionPHB
Improvising an ActionGeneral “whatever” ActionVariesPHB
Opportunity AttackAttack outside your turnreActionPHB
Other ActivityAnother general “whatever” ActionVariesPHB
ReadyPrepare an Action to use as ‘reAction’ when the trigger is doneActionPHB
SearchThe ‘Perception’ or ‘Investigation’ActionPHB
ShoveForce a creature to become proneActionPHB
Stabilize a CreatureMedicine (DC 10) to make a dying into unconsciousActionPHB
Two-Weapon FightingIf attack Action, use the off-hand to attack toobonus ActionPHB
Use an ObjectGeneral “whatever” Action for interActing with objectsActionPHB
Activate an ItemGeneral “use magic item” ActionActionDMG
Climb onto a Bigger Creature(Optional) Attach yourself to a big creature, aka: fancy “Grapple”ActionDMG
Disarm(Optional) Attack vs Athletics or Acrobatics to make the weapon go proneActionDMG
Healing Surge(Optional) Use up to half hit-dices in mid combat, part of fast healing rulesActionDMG
Mark(Optional) Gives advantage to opportunity against targets that you hit in your turnDMG
Overrun(Optional) Use Athletics to move on occupied by enemy areaAction / bonusDMG
Shove Aside(Optional) Force the target to move 5ftActionDMG
Tumble(Optional) Use acrobatics to move thought occupied by enemy areaAction / bonusDMG
Identify a SpellArcana (DC 15+spell level) to identify the spell on the flyActions / reActionXGE
Waking SomeoneSilently (or not) wake a targetActionXGE

Maneuvers using Hit Dices

The frontline classes Barbarian, Fighter, Monk, Paladin, Ranger learn a total maneuver equal to it’s proficiency bonus. The superiority dice is D4. Whenever a maneuver is used, you also needs to spend a hit dice.